﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace HREngine.Bots
{
    //每个策略的 Penality{策略名}文件里面放 三个函数：打牌评分，随从进攻评分；英雄进攻评分 以及他们需要用到的private函数
    //这三个函数用于单动作评估，如果返回值超过500，则被剪枝，不列入候选动作
    public partial class Behavior骑士 : Behavior
    {
        public override int getPlayCardPenality(CardDB.Card card, Minion target, Playfield p)
        {
            switch (card.chnName)
            {
                case "威能祝福":
                case "阿达尔之手":
                case "王者祝福":
                    if (target != null && !target.own)
                        return 1000;
                    break;
                case "甩笔侏儒":
                    if (target != null && target.own)
                        return 1000;
                    break;
            }
            return getComboPenality(card, target, p);
        }


        public override int getAttackWithMininonPenality(Minion m, Playfield p, Minion target)
        {
            // 鼓励拥有智慧圣契的随从送死
            // if(m.libramofwisdom > 0 && !target.isH
            //     if(target.Angr >= m.Hp) return - m.libramofwisdom * 10;
            //     return - m.libramofwisdom * 5;
            // }
            // 鼓励圣盾攻击
            // if(m.divineshild && !target.isHero && target.Angr > 2){
            //     return -10;
            // }
            // 保留，别送
            int pen = 0;
            // switch (m.handcard.card.chnName)
            // {
            //     case "螃蟹骑士":
            //         if (!target.isHero) pen += 6;
            //         // 攻击后血量依然（二血健康）,则不适用于上述规则
            //         if(target.Hp == m.Angr && m.Hp - target.Angr >= 3 && m.cantAttackHeroes)
            //         {
            //             pen -= 6;
            //         }
            //         break;
            // }
            //不要主动解亡语怪
            //if(target.handcard.card.deathrattle){
            //    pen += 10;
            //}
            // 剧毒
            if (m.poisonous && m.Angr < target.Hp && m.handcard.card.chnName != "火焰术士弗洛格尔" && !target.isHero)
            {
                pen -= target.Angr * (target.Hp - m.Angr);
            }
            // 嫖一个圣盾
            if (target.divineshild && m.Angr == 1)
            {
                pen -= 5;
            }
            // 被嫖一个圣盾
            if (m.divineshild && target.Angr == 1)
            {
                pen += 10;
            }
            // 嫖一个剧毒
            if (target.poisonous && (m.Hp <= 4 || m.divineshild ) && m.Angr >= target.Hp && m.Angr <= target.Hp + 2)
            {
                pen -= 10;
                if (m.divineshild)
                {
                    pen -= 20;
                }
            }
            // 能击杀
            if (!target.divineshild && target.Hp <= m.Angr && target.handcard.card.chnName != "月牙")
            {
                if (m.divineshild)
                {
                    pen -= (target.Hp + target.Angr * 2) * 2;
                    if (m.handcard.card.chnName == "双盾优等生" && m.Spellburst)
                    {
                        pen -= (target.Hp + target.Angr * 2) * 2;
                    }
                }
                else if (m.Hp > target.Angr)
                {
                    pen -= (target.Hp) * 3 - target.Angr;
                }
                else if (m.Hp < 3 && target.Angr > 3)
                {
                    pen -= (target.Hp + target.Angr - m.Hp - m.Angr) * 5;
                }
            }
            if (target.Angr >= m.Hp || target.poisonous)
            {
                pen += 3;
                if (m.handcard.card.chnName == "蛛魔之卵")
                {
                    pen -= 35;
                }
            }
            if (!target.isHero && p.enemyHeroStartClass == TAG_CLASS.PALADIN)
            {
                pen -= 4;
            }
            return pen;
        }

        //英雄攻击惩罚
        public override int getAttackWithHeroPenality(Minion target, Playfield p) // 奥秘法没有英雄带刀进攻
        {
            return 0;
        }

        private int getSecretPenality(Playfield p)  // 牌序和防奥秘的影响
        {
            // AOE 先打
            int aoed = 0;
            for (int i = 0; i < p.playactions.Count; i++)
            {
                Action a = p.playactions[i];
                if (a.actionType == actionEnum.attackWithMinion && a.own.handcard.card.chnName == "剑圣萨穆罗" )
                {
                    aoed = i;
                    break;
                }
            }
            for (int i = 0; i < aoed; i++)
            {
                Action a = p.playactions[i];
                if (a.actionType == actionEnum.attackWithHero || a.actionType == actionEnum.attackWithMinion)
                {
                    return -10000;
                }
            }


            if (p.enemySecretCount == 0)
                return 0;
           
            int pen = 0;

            bool canBe_explosive = false;  //防止是猎人的爆炸陷阱
            foreach (SecretItem si in p.enemySecretList)
            {
                if (si.canBe_explosive) { canBe_explosive = true; break; }
            }
            if (canBe_explosive)
            {
                int first_attack_hero = -1;
                for (int i = 0; i < p.playactions.Count; i++)
                {
                    Action a = p.playactions[i];
                    if ((a.actionType == actionEnum.attackWithMinion || a.actionType == actionEnum.attackWithHero) && a.target.isHero) // 随从攻击敌方英雄
                    {
                        first_attack_hero = i;
                        if (p.ownHero.Hp <= 2)
                            pen -= 500;
                        break;
                    }
                    // Todo: 这里还要考虑法术伤害敌方英雄 待Fix
                }
                if (first_attack_hero >= 0) // 存在随从攻击英雄
                {
                    //如果此前出牌了，扣分，容易被炸
                    for (int i = 0; i < first_attack_hero; i++)
                    {
                        Action a = p.playactions[i];
                        if (a.actionType == actionEnum.playcard)
                        {
                            if (a.card.card.type == CardDB.cardtype.MOB) //出了随从
                                return -15000; // 不可接受，抛弃本牌面以及子牌面
                        }
                    }
                }

            }
            return pen;
        }
    }
}
